package aModelLayer;

public class BattleEnemy {
	private int enemyType;
	
	private int maxHealth;
	private int maxMana;
	private int strength;
	private int defense;
	private int speed;
	private int magic;
	
	private int currentHealth;
	private int currentMana;
	
	public static final int actionBarMax = 1000;
	private int currentActionBar;
	
	private boolean isDead;
	
	public BattleEnemy(int enemyType) {
		this.enemyType = enemyType;
		isDead = false;
		//Placeholder
		maxHealth = 1;
		maxMana = 1;
		strength = 1;
		defense = 0;
		speed = 1;
		magic = 2;
		
		currentHealth = maxHealth;
		currentMana = maxMana;
		
		currentActionBar = 0;
	}
	
	public void incrementActionBar() {
		currentActionBar += speed;
	}
	
	public void resetActionBar() {
		currentActionBar = 0;
	}
	
	public void setCurrentHealth(int currentHealth) {
		this.currentHealth = currentHealth;
		
		if (currentHealth == 0) 
			isDead = true;
	}

	public int getEnemyType() {
		return enemyType;
	}

	public int getMaxHealth() {
		return maxHealth;
	}

	public int getMaxMana() {
		return maxMana;
	}

	public int getStrength() {
		return strength;
	}

	public int getDefense() {
		return defense;
	}

	public int getSpeed() {
		return speed;
	}

	public int getMagic() {
		return magic;
	}

	public int getCurrentHealth() {
		return currentHealth;
	}

	public int getCurrentMana() {
		return currentMana;
	}

	public int getCurrentActionBar() {
		return currentActionBar;
	}
	
	public boolean isDead() {
		return isDead;
	}
}
